Tyrannosaurus

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Fort DC 22: 1d20 + 10 ⇒ (16) + 10 = 26

Marc hits, but the Medusa is not Dazed.


Ah, so no damage from the Scorching Ray and Trokkus is at 28/88.

Katswiri dispels the medusa's flight and she drifts down to the ground.

Round 7
Trokkus -60

Round 8
Rallas -35
Sorithar
Marc

Katswiri


So, to account for the vast difference in optimization of various parties, this scenario has some leeway for the GM. Specifically with regards to the timing of the medusa's allies animating.

If you have been having an easy time, a new group joins every round, and the medusa enters the fray as soon as they are all animated. If you are having a harder time, space it out a bit. You had a trivially easy time at first so I kept bringing in new groups every round, but the ape seemed to present a bit of a challenge so I delayed bringing the medusa in by a round or two.

Hope you are finding this a suitable level of challenge.


Rallas Primary Attack: 1d20 + 18 - 3 + 2 ⇒ (8) + 18 - 3 + 2 = 25 You had rolled 1d2 by mistake
Rallas hits 3 times for 115 damage after DR.
For lacking Sneak Attack, that's still a ton of damage.
Da'Tunga at 325 damage taken.
The ape falls!
You basically one-rounded him once you had a chance to full-attack. Had 321 HP, but only AC 18.

Fort DC 20: 1d20 + 10 ⇒ (18) + 10 = 28 The Medusa resists the Blindness.

Magenta Will DC 22: 1d20 + 2 ⇒ (17) + 2 = 19
The remaining cultist stands there uselessly.

The medusa hurls a spell at Trokkus; two Scorching Rays streak out at him.

Ranged Touch: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 4d6 ⇒ (2, 4, 5, 2) = 13
Ranged Touch: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 4d6 ⇒ (4, 3, 4, 3) = 14

She fails to drop the half-orc, however.

Making your save against the gaze does not eliminate the need to make further saves, so every round on your turn specify if you are looking or not, and make the save as appropriate if you are within 30'. Fort DC 19.

Round 7
Rallas -35
Sorithar
Marc
Katswiri
Mwangi Warrior (Magenta, Dazed)
Medusa
Trokkus -87

Round 8
Rallas -35
Sorithar
Marc
Katswiri


Will DC 12: 1d20 + 17 ⇒ (8) + 17 = 25

The giant ape is not Confused, but it is badly wounded.
170 damage after DR, bringing it to 210 damage taken.

Rallas, Katswiri, and Sorithar to act.


Sorry, I meant take your turn as usual, but start your post by declaring your eyes and rolling saves as appropriate..
Fort DC 19 or turn to stone.


@Trokkus - at the start of your turn, you make the decision to close your eyes, avert your eyes, or look at the medusa. Figure you are averting your eyes? Closing them would leave you even more vulnerable to the giant ape. And is your HP total 38/88 or 28/88? You were hit for 75 and then healed for 15.

Trokkus Save vs gaze needed 01-50: 1d100 ⇒ 67

Round 7
Rallas -35 (declare eyes)
Sorithar (beyond range of gaze)
Marc (declare eyes)
Katswiri (declare eyes)

Mwangi Warrior (Magenta, Dazed)
Da'Tunga -40
Medusa
Trokkus -60


The giant ape has 14 levels of barbarian and Improved Uncanny Dodge. So unless you are Rog18+ you aren't flanking him (and hitting him while he is blinded also won't get you Sneak Attack, since he's got regular Uncanny Dodge). He's also got the Superstition rage power accounting for his great saves. Not too badly built, although lacking Combat Reflexes is a big oversight.


Longstrider is just +10' speed, and I believe you needed the full 30' from BoF to get into position. Doesn't matter much anyway since you still hit without BoF's +2, and the ape didn't attack you so the AC boost didn't matter. Slow is Transmutation, not Enchantment.


Her feet are 15' above the ground.

As to the second point, yes, I can't see why there would be any question there.


I think Rallas would have needed to use the Blessing of Fervor speed boost to get into position (and also a Climb check to get onto that pedestal behind the ape but I'll handwave that for now for the sake of momentum). He doesn't get the +2 to hit or AC.

The giant ape is quick to react to Rallas trying to flank him, and Rallas fails to strike a vital location.
No flanking bonus, no Sneak Attack, and no Debilitating Injury. Still 26 damage after DR.

Rallas is at 35 damage taken, right? 18 from the Naga's Magic Missile and 22 17 from the cultist's spiked chain? I had forgotten to carry over the MM damage but you didn't have a chance to heal up in between.

Sorithar tries to blind the Ape.
Reflex: 1d20 + 15 ⇒ (14) + 15 = 29
Reflex: 1d20 + 15 ⇒ (1) + 15 = 16

He succeeds!
14 more damage, ape at -40

The remaining Mwangi cultist tries to shake off the dazing effect.
Will DC 22: 1d20 + 2 ⇒ (18) + 2 = 20

Even blinded, the giant ape's eyes continue to glow a fiery red. The ape attacks where it last saw Trokkus.
Bite, PA, vs Prone: 1d20 + 25 - 5 + 4 ⇒ (20) + 25 - 5 + 4 = 44
01-50 Miss: 1d100 ⇒ 76
Confirm?: 1d20 + 25 - 5 + 4 ⇒ (11) + 25 - 5 + 4 = 35
Crit Damage: 2d8 + 20 + 20 ⇒ (7, 7) + 20 + 20 = 54

Claw, PA, vs Prone: 1d20 + 25 - 5 + 4 ⇒ (19) + 25 - 5 + 4 = 43
01-50 Miss: 1d100 ⇒ 67
Damage: 1d6 + 10 + 10 ⇒ (1) + 10 + 10 = 21

Claw, PA, vs Prone: 1d20 + 25 - 5 + 4 ⇒ (5) + 25 - 5 + 4 = 29
01-50 Miss: 1d100 ⇒ 11
Trokkus is badly injured (75 damage) but avoids death as a massive claw slams into the ground next to his head.

Katswiri sees the medusa approaching from the north (15' up, flying, and invisible). It then becomes visible to all of you as a magical lethargy overcomes the warriors.

Marc, Rallas, and Trokkus - Will DC 18 or be Slowed.

At the start of your turn, you make the decision to close your eyes, avert your eyes, or look at the medusa. So no decision needed until your turn comes up.

Trokkus is up! The ape is blinded, so you don't have to worry about AOOs.


The ape does not swing a second time at Katswiri as she uses the scroll, nor at Marc as he moves into position. Marc misses the ape.

As Trokkus's eyes flutter open, the ape notices and roars with rage.

Trokkus is at full HP (88/88) but prone, and the ape acts before he does.

Katswiri does not yet see anything besides the ape.

Rallas and Sorithar to act.


The ape swings at Katswiri.

Claw, PA: 1d20 + 25 - 5 ⇒ (7) + 25 - 5 = 27
It does not connect.


Quinn catches a glimpse of movement on the walkway above him.

Dark pink flesh drawn tightly across its emaciated body, this being resembles a gaunt human stripped of its skin, its pulsing muscles completely exposed.

Knowledge (Nature) DC 17 for anybody with line of sight:
This is an evil fey creature known as a Skin Stealer.

The being carries a mace, and wears a bandolier with many vials. It draws forth some vials from the bandolier in a way that seems quite familiar to Quinn...

Party up!


Trokkus falls to the ground.
1d20 + 8 ⇒ (5) + 8 = 13

The same sibilant voice from before comes into your minds.

My, my, it ssssseems my visitors are not getting along! Sssuch wonderful violence! You will be most ssspecial additions...

Round 6
Rallas -17
Sorithar
Marc
Katswiri

Mwangi Warriors (Magenta, Dazed)
Da'Tunga
Trokkus (-4 HP, Stable)

Katswiri has True Seeing, but nobody else has a means of seeing invisible creatures, correct?


1) Yes, I would agree that Katswiri's square is threatened by the ape without enough cover to block AOOs.

2) I guess Katswiri could slide Trokkus over and then drag him back, but "Move a heavy object" is a move action that provokes AOOs. If she really wanted to do that I would dig into the rules to see how much she could move him with a move action.

3) I believe Shield of Blades would apply after he attacks, same as Combat Expertise or Fighting Defensively. It would not apply to AOOs on movement because he wouldn't have attacked yet and so wouldn't have activated the ability. Declaring intent isn't really a PF1 thing for the most part. It's what you actually do that counts.

4) I believe they do stack, making it a +6 weapon. Note however that for purposes of breaching DR, it would just count as a +3 weapon (bypassing DR as if silver and cold iron, but not adamantine or aligned). Because of how Greater Magic Weapon works in that regard.


Slight change in the damage - 5 less damage to both Trokkus and Rallas from the two spiked chain hits. Not sure where I was getting 2d4+15 from, their spiked chain damage should be 2d4+10. 18 Str (+6), Weapon Spec (+2), Weapon Training (+2).

The remaining cultist moves to attack Trokkus.

Trip: 1d20 + 22 ⇒ (13) + 22 = 35
Trokkus goes down again!
AOO: 1d20 + 19 ⇒ (2) + 19 = 21

Iterative, vs Prone: 1d20 + 14 + 4 ⇒ (16) + 14 + 4 = 34
Damage: 2d4 + 10 ⇒ (1, 2) + 10 = 13

Trokkus is Prone, and takes 13 damage. No AOO for the Ape on Greater Trip because it is Dazed.

Giant Ape Will DC 22: 1d20 + 17 ⇒ (19) + 17 = 36
The giant ape clears its head of the Wandering Star Motes. The Motes leap to the remaining cultist, who is Dazed.
Cultist Will DC 22: 1d20 + 2 ⇒ (3) + 2 = 5

The ape tears into Trokkus.
Bite, vs Prone, Power Attack: 1d20 + 25 + 4 - 5 ⇒ (4) + 25 + 4 - 5 = 28
Damage: 1d8 + 10 + 10 ⇒ (2) + 10 + 10 = 22

Claw: 1d20 + 25 + 4 - 5 ⇒ (9) + 25 + 4 - 5 = 33
Damage: 1d6 + 10 + 10 ⇒ (5) + 10 + 10 = 25

Claw: 1d20 + 25 + 4 - 5 ⇒ (5) + 25 + 4 - 5 = 29
Damage: 1d6 + 10 + 10 ⇒ (6) + 10 + 10 = 26

Rend: 1d6 + 7 ⇒ (3) + 7 = 10
This looks way too low, as Rend is normally +1.5 Str bonus, but whatever.

If his AC is 28 or lower, that is 83 damage which I think drops him to -23 HP.

Trokkus to double-check HP math, roll Hero's Defiance, and then act for the end of Round 5.

Looks like:
Bit by Naga for 11 (77/88)
Hit by Da'Tunga for 15 (62/88)
Hit by Magenta for 21 16 (46/88)
Healed by Katswiri for 27 (73/88)
Hit by Magenta for 13 (60/88)
Hit by Da'Tunga for 83 (-23/88)

Remember that Hero's Defiance is an Immediate action which means that Trokkus will not be able to use Blessing of Fervor to stand as a swift action on his turn.


Rallas drops his target.

Trokkus hits Cyan twice (42 damage), and Marc hits him twice more (57 damage), dropping him.

Honestly not sure why you guys are all trying so hard to spare the lives of the CE demon cultists, but the -4 NL penalty doesn't matter with their pathetic AC.

Will: 1d20 + 17 ⇒ (10) + 17 = 27
Will: 1d20 + 17 ⇒ (15) + 17 = 32

The giant ape resists Sorithar's Slow spell.

Katswiri is up!


Yes, I did check that. Thanks.


Marc's various attacks hit.

Black is now at 54 NL and 56 lethal damage, and so unconscious.

Katswiri blesses Marc.

Rallas hits Grey (just a single attack because you needed a move action to get there; the BoF bonus attack is only on a full attack action). Grey at 20 lethal damage taken.

Sorithar tries to Daze the giant ape.
Will: 1d20 + 17 ⇒ (4) + 17 = 21
Clear Mind Re-Roll: 1d20 + 17 ⇒ (3) + 17 = 20
The spell succeeds! Very lucky there. I believe that while it does not automatically drop Trokkus as a result of being Dazed, it will be unable to take the action to maintain the Grapple and so will drop him on its turn. Please do not take this knowledge of its considerable Will save into account; all Sorithar knows is that his spell succeeded.

A Mwangi warrior moves up and strikes at Marc. Spring Attack so no AOOs; Difficult Terrain doesn't stop it, and he has the movement to account for it.

Teal Trip: 1d20 + 22 ⇒ (19) + 22 = 41 Marc goes down! CMD 37 vs Trip?
AOO, vs Prone: 1d20 + 19 + 4 ⇒ (8) + 19 + 4 = 31
He trips Marc with his chain, and just barely misses with a follow-up blow.

Grey strikes from the ground at Rallas, his chain wrapping around the elf's leg.
Grey Trip, Prone: 1d20 + 22 - 4 ⇒ (13) + 22 - 4 = 31
Rallas goes down!
AOO, Prone, vs Prone: 1d20 + 19 - 4 + 4 ⇒ (16) + 19 - 4 + 4 = 35
Damage: 2d4 + 15 ⇒ (4, 3) + 15 = 22
He is then hit by a follow-up strike...
Grey Iterative, Prone, vs Prone: 1d20 + 14 - 4 + 4 ⇒ (11) + 14 - 4 + 4 = 25
But missed by another.

Magenta moves and strikes at Trokkus, sending him to the ground.
Trip: 1d20 + 22 ⇒ (8) + 22 = 30
AOO, vs Prone: 1d20 + 19 + 4 ⇒ (5) + 19 + 4 = 28
Damage: 2d4 + 15 ⇒ (4, 2) + 15 = 21

The giant ape is Dazed this round and fails to hold on to Trokkus.

Trokkus may act! He is Prone with 36 damage taken.

@Everyone - at the beginning of your turn, please specify which bonus you are using from Blessing of Fervor.

Round 4
Rallas -22, Prone
Sorithar
Marc - Prone
Katswiri
Mwangi Warriors (Grey prone and -20; Teal and Magenta unharmed)
Da'Tunga
Trokkus -36, Prone

Round 5
Rallas -22, Prone
Sorithar
Marc - Prone
Katswiri


Tiff drops the foe.

Theodore is up, then back to Quinn and Ismene for the top of Round 2.


Trokkus's movement does provoke AOOs.
Black AOO to trip: 1d20 + 22 ⇒ (5) + 22 = 27

I think his CMD is at least 29; 10 base, +12 BAB, +5 Str, +2 Deflection; another +2 if he has taken the dodge bonus from Blessing of Fervor but in the future please specify what bonus you are taking.

The Mwangi warrior misses him.

Ape Claw: 1d20 + 25 ⇒ (16) + 25 = 41
The ape, however, does not.
Damage: 1d6 + 10 ⇒ (5) + 10 = 15
Grab: 1d20 + 29 ⇒ (19) + 29 = 48

Trokkus is snatched up in the behemoth's massive hand.
Anybody who has Liberating Command prepared or some other immediate-action response to the Grab can go ahead and post it.

Took me a while to find it but I did find the FAQ that things with Grab are allowed to use the free action grapple check when it is not their turn.

Round 4
Rallas
Sorithar
Marc
Katswiri

Mwangi Warriors (Black at 27 NL; Brown unconscious; Grey prone; Teal and Magenta unharmed)
Da'Tunga
Trokkus -15, Grappled


shaventalz wrote:

On the subject of maps...

Rallas is kind of trapped away from the action at the moment. Well, away from sneak attack opportunities at any rate.

Is it possible for him to leave out the back and go around? Like... just step 5' off the map? Obviously GM's call there, and I don't know whether Rallas would want to go for it or not. Just raising the question.

That's not possible in this case. Going off the map to the east would put you in the labyrinth in a way that does not necessarily link back up with the path you came in.


Quinn's swing goes wide.

Ismene hits; one Mongrelman goes down and another is burned for 10 damage.
Reflex DC 17: 1d20 + 4 ⇒ (3) + 4 = 7

If Vorkstag and Grine are here, they don't do anything that gives away their presence.

Round 1
Quinn
Ismene
Vorkstag
Grine
Tiff
Mongrelmen (Red at -10)
Theodore


Again, this map isn't great for clarity. It's a stock map and the scenario doesn't describe it all that well. Unclear where there are gaps in the walls, unclear which features are obstacles, etc. So I will have to make something up.

Let's say it is a platform 5' high, and then the statue in the middle is 10' tall. So you can get up on it, but also the giant ape can reach over it (albeit it may provide cover).

Climbing up onto the platform is a DC 10 Climb check (and you need both your hands free); jumping onto it is a DC 20 Acrobatics with a running start, or DC 40 without a running start.


Rallas delays, unable to get to a place to attack.

Sorithar presents the idol. The Bekyar look shocked and even saddened, but continue to attack.

DC 10 Sense Motive:
The Greenstone Idol has obvious power over them, but they still seem compelled to attack you - not by it.

As they move to attack, Sorithar drops the idol and they look panicked (but not the game condition Panicked). The idol does not break on the ground, fortunately.

Sorithar casts Grease.
Grey Reflex DC 21: 1d20 + 7 ⇒ (1) + 7 = 8
Grey falls prone.

Marc delays until after Katswiri (as you factored in Blessing of Fervor).

Katswiri tries to move, but is tripped. She casts a spell defensively.

Marc easily hits Brown twice (58 NL damage, and he had 30 lethal damage; still up).
He trips and disarms Black, then hits him for 27 NL.

One Mwangi warrior (Teal) drags his ally (Black) back out of Marc's threatened area. The humiliated warrior stands and grabs his weapon from the adjacent square.

The two in the Grease are in a bad spot. Brown is still conscious and has a weapon, but he cannot reach Marc from the ground. He tries to stand and is cut down for his efforts.
Now at 58 NL and 57 lethal, unconscious.

Grey has a weapon, so he tries to trip Marc.
Trip, Prone: 1d20 + 22 - 4 ⇒ (3) + 22 - 4 = 21
Trip, Prone: 1d20 + 17 - 4 ⇒ (15) + 17 - 4 = 28
Marc is a harder target than Katswiri and does not go down.

The last one moves out of sight behind the statue.

Black at 27 NL; Brown unconscious; Grey prone; Teal and Magenta unharmed.

Katswiri and Marc's fears come true. An immense beast roars and crashes through the courtyard.

Knowledge (Nature) DC 13:
This a Huge carnivorous ape, much larger than the usual Dire Ape. It likely has the Rend ability common to such creatures.

Trokkus and Rallas are up!


You open the door.

Map is up

Initiative:
Ismene: 1d20 + 2 ⇒ (11) + 2 = 13
Quinn: 1d20 + 1 ⇒ (14) + 1 = 15
Theodore: 1d20 + 2 ⇒ (5) + 2 = 7
Tiff: 1d20 + 4 ⇒ (6) + 4 = 10
Mongrelmen: 1d20 + 1 ⇒ (9) + 1 = 10
Grine: 1d20 + 8 ⇒ (2) + 8 = 10
Vorkstag: 1d20 + 7 ⇒ (5) + 7 = 12

This chamber occupies a whole side of the building, from the cellar level below up to the roof high above. Seven iron vats, each ten feet across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder that leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below. The air in the chamber is cloying and acidic.

The door from the courtyard opens onto a a narrow stone platform 15 feet above the floor. The ceiling is another 20 feet above ground level.

The planks between the vats are 10 inches wide and a DC 10 Acrobatics check is required to cross them.

Ismene can tell that these fumes are hazardous (acid and bleach). The PCs must make a DC 12 Fortitude save every round they spend in this chamber or be nauseated by the acidic fumes for 1 round. Holding one’s breath or breathing through some sort of filter (such as a scarf or a cloth mask) will negate the need for a save.

Eight mongrelmen wearing cloth breathing masks attend the vats in this chamber. Heavily scarred by acid, they are even more horrid in appearance than most mongrelmen. Three carry clubs and look prepared to fight (two at the entry platform, one on the higher walkway). Five (no outline) seem to keep working, stoking the furnaces or stirring the vats with long wooden paddles.

The northeast corner of the upper level is shrouded in darkness, as a smaller section of the ground level.

The two Mongrelmen at the door are ready to attack.
No surprise here and nobody is flat-footed, as they heard you working to open the door. Rearrange your starting positions if you wish.

Round 1
Quinn
Ismene

Vorkstag
Grine
Tiff
Mongrelmen
Theodore


shaventalz wrote:
There's a spot Rallas can stand one square left of Katswiri, if he wants to keep his actions mostly the same. It's within 30', so still a single move. IC, it would provoke from Black if they have combat reflexes.

No, I think that is supposed to be a statue pedestal. If it was an open space there would be a bad guy there and not backed up behind his buddy.

The map isn't great for clarity.


Something: 1d8 + 1 ⇒ (6) + 1 = 7

Ismene opens the lock. What is your formation as you open the door?


AOO to Trip Katswiri: 1d20 + 22 ⇒ (18) + 22 = 40
Katswiri finds out that Marc is not the only one skilled at tripping his foes. The Mwangi warrior lashes out with his chain and she sprawls on the floor.

The warrior then is about to follow up with a strike at her prone form...
Oh wait, he can't. He has Greater Trip but lacks Combat Reflexes. Really? Maybe he could have skipped Agile Maneuvers because his Str is just as high as his Dex... if he had Combat Reflexes, he'd get the Greater Trip follow-up attack, and then still be able to trip Katswiri again if she stood and moved. What a pathetic build. Like, intentionally bad. Also they are unarmored and are AC 16.

I'm assuming that Katswiri stands and moves, but is now lacking the action to cast Blessing of Fervor.

And I'm assuming that Rallas and Marc take their turns as above, just without Blessing of Fervor.

If all that is correct, I will apply the results.

Rallas, I don't see where you are getting Sneak Attack from in this case. It's a great damage roll but the foes are neither flat-footed nor flanked.


Trokkus makes one of Mwangi warriors shaken and starts to tie up an unconscious Naga.

@Sorithar - from where you are, you do not have line of effect to Teal, Black, or Grey, so they will not be affected by Slow. You can catch the other two. Or you could change your action if you wish.

1d20 + 2 ⇒ (4) + 2 = 6

Round 3
Rallas
Sorithar - readied

Naga -40, 28 NL, Entangled
Marc
Katswiri

Mwangi Warriors
???
Trokkus


These are non-reach spiked chains.


There are no traps on the door.
The Mongrelmen had clubs and rags. You can stabilize them if you wish. And there are numerous crates in the storeroom that you can search. It would take 1d4 minutes to search them all.

Theodore sees no stairs in the storeroom.


The other door from the courtyard (the single door to the north) is locked.

Ismene estimates that normally she might get this kind of lock in a couple of tries. DC 25; I see her usual is +12, so depending on buffs she might be in Take 10 range.


Quinn finishes off that Mongrelman.

There is an open door on this level, and Quinn can see through it.

Beyond the storeroom is a simple stable which contains two stalls filled with straw. One stall holds an ancient horse. There are no evident exits from the stable other than through the storeroom.


Before Trokkus can act, he hears sounds coming from the next building.

Five Mwangi warriors move towards you. They are tall, nearly 7 feet; each wears a simple grass skirt and a bone fetish necklace, and each also bears a considerable length of spiked chain. They have elaborate full-body paint, including brazen white animal skulls painted upon their faces.

Knowledge (Religion) or (Nature) DC 20:
These are beast cultists of the Bekyar tribe who worship the vicious demon-god Angazhan.

Two of the warriors move around to engage with Katswiri (though neither has the movement left to attack).

Two try to close with Marc. One is tripped and then hit by an AOO (Brown at -30 HP) but another dodges Marc's polearm (Marc rolled a 1).

The last warrior seems to consider his options and holds his position.

Trokkus may act.


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House rule: Feather Fall can be cast as an immediate action even when flat-footed.


@Ismene, it takes a full minute of conversation to use Diplomacy in that way. Can't really be used in combat (although there is a skill unlock to do so, and I believe also a feat).

Tiff and Quinn take down the Mongrelman.

The last one, unable to flee due to Theodore's spell, turns and readies his club.

Readied Action:
Club: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Something happens on the second floor.

Party up!


Rallas almost makes a false step into the Naga's fangs, but his magic boots save him.
Needed the +5 to beat its CMD. Only one attack because you moved more than 5'.

He hits hard and the creature falls.

Sorithar technically goes right after Rallas, so he can change his action if he likes. He sees no other foes at the moment.


Mongrelman Will: 1d20 + 4 ⇒ (6) + 4 = 10
The Mongrelman is prevented from moving.
Like Command, Forbid Action has a fixed list of effects.

Quinn and Ismene to act.


Marc hits the Naga once (29 NL).
Katswiri readies a Counterspell.
Trokkus throws a lasso; the Naga bites at him as he does.
AOO: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11 plus Fort DC 21; I see that Delay Poison is active but we will need to know if this will take effect afterwards.
His lasso hits and entangles the Naga.

1d20 + 4 ⇒ (6) + 4 = 10 Nothing to see here... yet.

Round 2
Rallas -18
Sorithar

Naga -40, 28 NL, Entangled
Marc
Katswiri (Readied to Counterspell)
??
Trokkus -11


Quinn fails to convince the Mongrelfolk, and his sword misses.
Tiff flies out of the building.
Theodore casts Bless.
Ismene downs one Mongrelfolk with a direct hit (at -2 HP and on fire).
Reflex DC 17: 1d20 + 4 ⇒ (16) + 4 = 20
Reflex DC 17: 1d20 + 4 ⇒ (8) + 4 = 12
Of the two others, one dodges a bit (5 damage) while one is badly burned (10 damage).

The badly burned one moves back and opens the doors leading out of the room, seeking to flee.

The other strikes at Quinn.
Buggy Lou vs Quinn: 1d20 + 4 ⇒ (11) + 4 = 15

Grine moves and opens a door.

Party up!


Rallas hits the creature, wounding it.
Naga at -40

Sorithar readies an action.

The naga's humanlike face appears torn between shame and anguish. It mutters, “Forgive me, Kyalla. I wasn’t fast enough!”
No, there is no Knowledge check for "Kyalla" at this time.

The naga starts casting a spell.
Concentration DC 23 to cast defensively: 1d20 + 17 ⇒ (14) + 17 = 31

Sorithar's readied action triggers.
Will: 1d20 + 12 ⇒ (12) + 12 = 24

The Naga resists the spell, and a volley of Magic Missiles strikes Rallas.
Damage: 5d4 + 5 ⇒ (4, 2, 3, 1, 3) + 5 = 18

Round 1
Rallas -18
Sorithar
Naga -40
Marc
Katswiri
Trokkus


Katswiri:
So 3 useful pieces of information...
Guardian Nagas are generally benevolent, wise, and intelligent creatures, most often serving as dutiful protectors of places of fundamental power and sanctity.
They cast spells, in the standard manner of sorcerers (so spells, not SLAs), but can cast many cleric spells as arcane spells.
And, they can spit poison.


Yes, I think the intention is that the hole in the wall between the two squares is the way you enter the building.
So Marc can 5' step west.


True Seeing lets the user see "the true form of polymorphed, changed, or transmuted things." It may come as no surprise to Katswiri that the various statues are in fact petrified creatures. She can see faint ghostly forms of the creatures superimposed on the statues.

You approach the two nearest structures and start with the one on the right.

Age has conspired against this brittle structure, which must once have been a small chapel. The ceiling collapsed long ago, and huge gashes in the walls suggest that the rest of the place might topple to the ground any minute now. A bulky stone statue at the center of the building is difficult to make out from the causeway, but appears to be a giant serpent of some sort.

I have it as Trokkus and Marc in front, Katswiri and Sorithar in the middle, and Rallas guarding the rear.

As Trokkus and Marc enter the building, a sibilant female voice seems to come from the air around you, snaking its way into your brains without actually making a sound. “Ssssso many visitors! Sssso many men with weaponsss and murder on their minds. For yearssss and yearsss no one would visit Condria’sss garden. Ssssso many years. Ssssso lonely. But now you come in numberssss! With your ssscarlet cloaksss and your ssswords of ssteel. It issss good that you have come, for now you shall never leave!”

The giant serpent statue loses its stony form and becomes scaly flesh.

Knowledge (Dungeoneering) DC 20:
This is a Guardian Naga.

Initiative:
Marc: 1d20 + 4 ⇒ (16) + 4 = 20
Katswiri, Heightened Awareness: 1d20 - 1 + 4 ⇒ (20) - 1 + 4 = 23
Rallas: 1d20 + 11 ⇒ (20) + 11 = 31
Trokkus: 1d20 ⇒ 2
Sorithar: 1d20 + 8 ⇒ (19) + 8 = 27
Enemy: 1d20 + 6 ⇒ (18) + 6 = 24

I think I have that right for Initiative (factoring in Katswiri's dismissed Heightened Awareness. Please let me know if there are other effects I missed, or if you wish to use a reroll. (Quite certain nobody is using a reroll here; most of you got 20 or nearly so on the die, and Trokkus isn't beating the critter even on a 20.)

Round 1
Rallas
Sorithar

Enemy
Marc
Katswiri
Trokkus


Map is up

The shadowy pathways stretch and turn, surely taking you outside the dimensions of the maze as viewed from the lodge’s rear lawn. The leafy walls virtually bristle with enchantment, and the atmosphere thrums with the sense that once inside the Maze of the Open Road, you have somehow left the mundane world behind. At irregular intervals side paths branch off from your chosen corridor, leading who knows where. After several minutes the path widens to reveal a long causeway roofed by crumbling marble arches. Far up ahead the stone pathway opens onto a large plaza containing a handful of ruined stone structures, ancient buildings that look like abandoned temples. An enormous marble colossus of a robed figure looms upon a pedestal at the center of the courtyard, looking down upon a field of lifelike statues arrayed in a chaotic pattern. All bear terrified looks and are posed in grotesque defensive postures, arms out to stave off some unseen danger.

You are on the map. Ruined structures are up ahead. It's hard to make the huge map fit on Google Slides without your icons being tiny, but I'll do the best I can, re-cropping it as you move.


The Red Raven and his fellows left an obvious trail that can be followed on a successful DC 10 Survival check.

Bright red roses accent the deep green walls at irregular intervals. Katswiri easily identifies these as Narven’s Tears, a legendary Arthfell blossom thought to have gone extinct more than 200 years ago.

What spells do you cast as you set off into the Maze? And what is currently active on everybody?


Gaze (Su) wrote:
Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to attempt a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Seems like it is concealment but not full concealment, so you can still target them, but have a 50% chance of needing to make a save.

I would think using a mirror should give you better chances than just averting your eyes, but it seems like mirrors are already accounted for in that instance. I would probably house-rule it if this were not PFS.


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I split it into two slides. Tiff and the "gnome" are on the second floor.

Tiff attacks the "gnome".

Tiff:
This room overlooks the courtyard and has a retractable timber and iron crane to lower goods into wagons below through a sliding wooden door. Presently the room has only a few wooden cases in it.

Quinn sheathes his sword and looks for something to put out flames.
Ismene works with Quinn on the fire.
Together, they manage to douse the remaining flames on the golem-hound.

Theodore opens the lower doors.
This chamber contains numerous boxes, crates, and bales of straw for packing.
Three figures are inside. For each one, ivory tusks, insect chitin, matted fur, scaly flesh, and more combine to form a hideous humanoid shape.

Knowledge (Nature) DC 11:
These are Mongrelmen. Despite their monstrous appearances, mongrelmen are generally hardworking and peaceful creatures. Mongrelmen dwelling on the surface sometimes live amid the hustle and bustle of cities, sequestering themselves in ghettos and sewers to avoid notice. In this case, they seem to work at the Chymic Works.

The three figures grab clubs and move to attack.
Buggy Lou vs Theodore: 1d20 + 4 ⇒ (3) + 4 = 7
Lann vs Theodore: 1d20 + 4 ⇒ (3) + 4 = 7
Two miss, and the third cannot get an angle to strike.

The "gnome" steps back and casts a spell at Tiff.

Spellcraft DC 16:
Command.

"Flee." Will DC 13 or flee for 1 round.
He also conjures another illusory double.
"Vorkstag, get in here!" he shouts.

Party up!